Patch 7 Notes - Page 16
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Talic_Zealot
688 Posts
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StarcraftMan
Canada507 Posts
Zerg + Attack Move = GG | ||
iounas
409 Posts
On March 31 2010 06:00 Anth13 wrote: Haha I was about to post that. I am not sure I agree or disagree yet with the Storm nerf but only one way to find out is to play games and see how it is. It might still be okay so I don't think we should complain yet until than. Well its still good against terran bio blob but not much else like it was in sc1.. Mutas and other air units will laugh at it.. Someone should test if zerglings can run trough a storm and survive.. | ||
zurg
1923 Posts
and thank god a broodlord nerf | ||
arnold(soTa)
Sweden352 Posts
banshee buffed 10hp, rly not gonna change it a lot. espec. since static D got buffed The best change so far in this beta is the psistorm nerf, its just way to easy to completly demolish a big portion of some1s army with smartcasting..its not like in sc1 were it took much more skill to use, here just select them all and kablam storm all at once.. what I dont get is why phoenixs suck so hard still... why wont they make a change here? I rarely if ever see them used and when I do I just destroy them with ease/have them destroyed by my enemy. | ||
0neder
United States3733 Posts
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LuDwig-
Italy1143 Posts
On March 31 2010 03:55 Quixoticism wrote: As if Psi storm hasn't been nerfed enough as it is. :/ ROFTL to this. Everyone is complaining that storm with smart cast is overpowered._. | ||
Alou
United States3748 Posts
* PROTOSS o High Templar + The Psi Storm radius has been decreased from 2 to 1.5. o Photon Cannon + Life and Shield values have been increased from 125/125 to 150/150. I agree that Storm is pretty powerful. I would have preferred maybe to 1.75 instead though. Not sure if it was THAT powerful, but still no worries. I'll wait to see a few games with it till I start whining. Cannon <3. Cannons seemed relatively weak up until this point. I support this. | ||
Rucky
United States717 Posts
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Zeke50100
United States2220 Posts
2^2 = 4, 4pi = 12.57 1.5^2 = 2.25, 2.25pi = 7.07 New Area / Old Area = .5625000002, meaning the current area is roughly 56.25% of what it used to be; that's a decrease of 43.75%, rather than 45%. Just some small errors. I don't know where the "Psi Storm is only half as powerful" statement is coming from, since it is still quite a bit more than half (an entire matrix more). The 25% statement probably came from dividing the radii, resulting in 1.5 / 2 = 75%, which is just wrong XD The RADIUS may only be 25% less, but the total area is a whopping 43.75%. Compare this to the EMP: Originally, it was 3 radius, dropped down to 2. Old area in matrices: 3 ^ 2 * Pi = 9pi = ~28.274 matrices Current area in matrices: 2 ^ 2 * Pi = 4pi = ~12.566 matrices % area retained after patch: ~44.44...% % area lost after patch: ~55.55...% EMP was nerfed by more than half, but Psi Storm was "only" nerfed a little less than 1 matrix shy of half (Area being exponential ftw?) However, EMP remains to be much larger than Psi Storm. Pre-Patch 7, Psi Storm was equal to EMP in radius (Pre-Patch 5 [is that the right one? Can't remember], EMP was more than double Psi Storm's Radius). Post-Patch 7, Psi Storm is again behind by ~5.5 matrices (yet it's MUCH more even than before). Although Feedback still beats out EMP by 1 matrix at EMP's maximum possible range XD | ||
us.insurgency
United States330 Posts
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TerranUp16
United States88 Posts
On March 31 2010 04:58 bendez wrote:Viking buff was not enough to make you guys stop bitching about muta, so blizzard throws another bone, rather than working on REAL issues like zerg unit diversity, infestor range/abilities, etc. Yep.. GG. Vikings alone were never a viable push-out counter to Mutas- Zerg could out-produce Terran easily in this respect and this then requires Terran to support Vikings in open-field with some serious ground to air. My main observation was that good Zergs were able to leverage the weakness of Turrets in general and the slow nature of Thors (and remember that even Vikings are relatively slow) to keep Terran contained to 2-3 bases at most until building a critical amount of ground to air and Turrets was built-up and/or Ravens came out with Point Defense and/or Seeker to support the Vikings. Basically what we have now is that a respectable Turret defense is relatively cheaper now (because of increased DPS Terrans don't need to get quite so many Turrets, particularly if they complement the new damage with Hi-Sec and Building Armor) and Thors enforce more of a timing window on the Muta harass like Vessels did (except Thors are more like an extremely expensive Goliath/Vessel hybrid that is extremely slow- but they should allow you to push out with your main force and lighten the burden of Vikings to defend that and everything else). On March 31 2010 05:01 Crisium wrote:Spines take out Hellions in 4 hits instead of 5. And the higher DPS helps. Thanks for catching that- for some reason I keep thinking of Hellions as having 80hp (ala Vultures) instead of 90hp. @Skyze You've got plenty of tools to deal with mass Marauders. The Baneling buff last patch made those really viable against them (I've first-hand observed as many a Marauder-massing Terran has had his attack force consistently whittled down every single time he tried to move out by Banelings) and of course Hydralisks have always been great against Marauders. Not to mention smart incorporation of Mutalisks into your main forces (not as an A-move unit but rather as an in-battle harass unit ala Dark Templar used in the midst of major battles). | ||
CharlieMurphy
United States22895 Posts
On March 31 2010 05:22 Skyze wrote: bleh. This is a bad patch IMO, done nothing to stop marauders owning everything a zerg has in first 15 minutes.. Terran is too strong, any good terran wont fall for the "baneling bust" and then just send in their MMM to dominate everything.. I doubt sunkens will be changed enough to actually do any damage to MMM. Its like BW, cept M&M dont take any damage from sunkens... so theres no way to stop the mid-game push. They dont even need tanks, cause marauders are like a walking tank with slow agree with this. If you try and cut your losses and retreat from MnM you lose it all. If MnM tries to cut his losses and retreat he kites you into nothing as he retreats or you just let him get away to lick his wounds. Lings are supposed to counter marauders but they really don't, the marauders have too much Hp even if you sruround them, the reinforcements arrive before you finish them off and like I said you can't retreat at this point because you'll get slowed and raped by stim if you try. | ||
Tinithor
United States1552 Posts
As for muta harrass? Well it may have been nerfed a little but i don't think it was totally uncalled for, (and no one builds thors anyways), with enough of them turrets still die VERY fast and medivacs come out later making it very difficult for marines to defend 2 bases (too slow without stim) All in all i like this patch alot (as a random player) | ||
us.insurgency
United States330 Posts
On March 31 2010 06:14 Rucky wrote: storms were just too powerful in scbw which made mnm not usable at all. they're trying to make mnm viable so the ht nerf is reasonable. It's too crazy to lose 250+ minerals of marines to 1 storm. This is terrible for game changing wow moments but better for balance. Thats easy. Find a new strat against protoss.If you look at liquipedia then you can see that you look for builds under the matchup. So you dont m&m against protoss. | ||
zeks
Canada1068 Posts
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us.insurgency
United States330 Posts
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Integra
Sweden5626 Posts
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danl9rm
United States3111 Posts
On March 31 2010 05:23 cowsrule wrote: The storm covers about 56% as much area as it did before the nerf. actually, i think it's about 44% as much area before the nerf but i see what you were trying to say. what you meant was, "before the nerf, storm hit 56% more area." | ||
whiterabbit
2675 Posts
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